• To reduce the polygon count I made the haystack hollow.

    为了减少多边形计数制作了空心草堆

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  • On most graphics CARDS today, polygon count does not really matter.

    今天大多数显卡多边形数量并是真正的问题。

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  • See extremely detailed results at render time regardless of polygon count.

    能够看到非常详细实时渲染结果无论多边形数。

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  • Basic curvature: Understanding polygon count and its importance in creating smooth curvature.

    基本曲率了解多边形数量及其创建平滑曲率中的重要性

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  • He will discuss things like limitations in joint count, polygon count, and shader complexity.

    讨论限制联合计数多边形计数着色复杂性之类。

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  • Texturing one face with transparency is a lot easier than building individual fence posts and of course is cheaper in polygon count.

    透明通道贴一面的贴图要比建造单个栅栏容易得当然也有更减少了多边形数量。

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  • Many resolution ratio model surface simplify algorithm come with one simple model approximate to say the primitive high-resolution model, reduce polygon that model show count, accelerate scene draw.

    分辨率模型表面简化算法简单的模型来近似表示原始的高分辨率模型,减少模型表示多边形从而加速场景绘制

    youdao

  • Many resolution ratio model surface simplify algorithm come with one simple model approximate to say the primitive high-resolution model, reduce polygon that model show count, accelerate scene draw.

    分辨率模型表面简化算法简单的模型来近似表示原始的高分辨率模型,减少模型表示多边形从而加速场景绘制

    youdao

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